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getting started platforms

cheaterbob edited this page Oct 3, 2026 · 1 revision

Windows, Android, and WebGL

The runtime contains platform-specific mod storage, package, and AssetBundle paths for Windows, Android, and WebGL. Windows is the primary development target. Android and WebGL support is implemented but is not yet release-certified; the remaining hands-on checks are tracked in the v1 release checklist.

Platform matrix

Behavior Windows Android WebGL
Mod storage Mods beside the game executable Mods inside Application.persistentDataPath Mods inside Application.persistentDataPath
Intended install route Manual folder, local .capmod, or catalog In-game catalog In-game catalog
AssetBundle platform tag windows android webgl
Maximum one archive 256 MiB 256 MiB 32 MiB
Maximum dependency install batch 512 MiB 512 MiB 64 MiB
Catalog download staging Temporary file Temporary file Memory
Release-build smoke test Required Pending Pending

The size values above are enforced by the current runtime. See Resource limits for the rest of the safety ceilings.

Android author instructions

Build an Android AssetBundle whenever the pack uses Unity-bundled assets and declare it with "platform": "android" in assetBundles. Portable JSON and image-only packs do not need a bundle unless their content type requires one.

Install through the in-game catalog. The runtime resolves storage as Application.persistentDataPath/Mods; its physical location is device- and Unity-version-dependent, so the public workflow does not require authors or players to browse it directly. Restart the game after installation so discovery and dependency ordering run from a clean startup.

Before advertising Android support, exercise install, update, rollback, enable/disable, dependency failure, and an actual gameplay load on the target release build. This hands-on matrix is not yet complete.

WebGL author instructions

Build a WebGL AssetBundle and declare it with "platform": "webgl" when the pack uses bundled Unity assets. Keep archives below 32 MiB and the selected pack plus newly required dependencies below 64 MiB. WebGL downloads are staged in memory, so a package that fits desktop or Android limits can still be rejected.

Use the in-game catalog rather than assuming filesystem access. The runtime targets Application.persistentDataPath/Mods; browser persistence and quota behavior depend on the hosting and browser environment. Restart or reload the game after installation, then verify that the installed pack survives a fresh session.

Before advertising WebGL support, test catalog refresh, install, persistence after reload, update, rollback, dependency errors, quota failure, and gameplay in the exact hosted build. This hands-on matrix is not yet complete.

Portable-pack fallback

If a manifest lists AssetBundles, a local .capmod must contain the bundle for the current platform. At runtime, a missing or unloadable matching bundle can produce a warning and allow portable data fallbacks where the content type supports them. Do not rely on that warning path as cross-platform support: either ship the matching bundle or verify that the pack is genuinely portable.

This page deliberately distinguishes code-confirmed behavior from release certification. A checked implementation path is not evidence that a browser, device, store build, or hosting configuration has passed the release matrix.

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